/**
 Copyright 2013 BlackBerry Inc.
 Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).

 Licensed under the Apache License, Version 2.0 (the "License");
 you may not use this file except in compliance with the License.
 You may obtain a copy of the License at

 http://www.apache.org/licenses/LICENSE-2.0

 Unless required by applicable law or agreed to in writing, software
 distributed under the License is distributed on an "AS IS" BASIS,
 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 See the License for the specific language governing permissions and
 limitations under the License.

 Original file from GamePlay3D: http://gameplay3d.org

 This file was modified to fit the axmol project
 */

NS_AX_MATH_BEGIN

class MathUtilC
{
public:
    inline static void addMatrix(const float* m, float scalar, float* dst)
    {
        dst[0]  = m[0] + scalar;
        dst[1]  = m[1] + scalar;
        dst[2]  = m[2] + scalar;
        dst[3]  = m[3] + scalar;
        dst[4]  = m[4] + scalar;
        dst[5]  = m[5] + scalar;
        dst[6]  = m[6] + scalar;
        dst[7]  = m[7] + scalar;
        dst[8]  = m[8] + scalar;
        dst[9]  = m[9] + scalar;
        dst[10] = m[10] + scalar;
        dst[11] = m[11] + scalar;
        dst[12] = m[12] + scalar;
        dst[13] = m[13] + scalar;
        dst[14] = m[14] + scalar;
        dst[15] = m[15] + scalar;
    }

    inline static void addMatrix(const float* m1, const float* m2, float* dst)
    {
        dst[0]  = m1[0] + m2[0];
        dst[1]  = m1[1] + m2[1];
        dst[2]  = m1[2] + m2[2];
        dst[3]  = m1[3] + m2[3];
        dst[4]  = m1[4] + m2[4];
        dst[5]  = m1[5] + m2[5];
        dst[6]  = m1[6] + m2[6];
        dst[7]  = m1[7] + m2[7];
        dst[8]  = m1[8] + m2[8];
        dst[9]  = m1[9] + m2[9];
        dst[10] = m1[10] + m2[10];
        dst[11] = m1[11] + m2[11];
        dst[12] = m1[12] + m2[12];
        dst[13] = m1[13] + m2[13];
        dst[14] = m1[14] + m2[14];
        dst[15] = m1[15] + m2[15];
    }

    inline static void subtractMatrix(const float* m1, const float* m2, float* dst)
    {
        dst[0]  = m1[0] - m2[0];
        dst[1]  = m1[1] - m2[1];
        dst[2]  = m1[2] - m2[2];
        dst[3]  = m1[3] - m2[3];
        dst[4]  = m1[4] - m2[4];
        dst[5]  = m1[5] - m2[5];
        dst[6]  = m1[6] - m2[6];
        dst[7]  = m1[7] - m2[7];
        dst[8]  = m1[8] - m2[8];
        dst[9]  = m1[9] - m2[9];
        dst[10] = m1[10] - m2[10];
        dst[11] = m1[11] - m2[11];
        dst[12] = m1[12] - m2[12];
        dst[13] = m1[13] - m2[13];
        dst[14] = m1[14] - m2[14];
        dst[15] = m1[15] - m2[15];
    }

    inline static void multiplyMatrix(const float* m, float scalar, float* dst)
    {
        dst[0]  = m[0] * scalar;
        dst[1]  = m[1] * scalar;
        dst[2]  = m[2] * scalar;
        dst[3]  = m[3] * scalar;
        dst[4]  = m[4] * scalar;
        dst[5]  = m[5] * scalar;
        dst[6]  = m[6] * scalar;
        dst[7]  = m[7] * scalar;
        dst[8]  = m[8] * scalar;
        dst[9]  = m[9] * scalar;
        dst[10] = m[10] * scalar;
        dst[11] = m[11] * scalar;
        dst[12] = m[12] * scalar;
        dst[13] = m[13] * scalar;
        dst[14] = m[14] * scalar;
        dst[15] = m[15] * scalar;
    }

    inline static void multiplyMatrix(const float* m1, const float* m2, float* dst)
    {
        // Support the case where m1 or m2 is the same array as dst.
        float product[16];

        product[0] = m1[0] * m2[0] + m1[4] * m2[1] + m1[8] * m2[2] + m1[12] * m2[3];
        product[1] = m1[1] * m2[0] + m1[5] * m2[1] + m1[9] * m2[2] + m1[13] * m2[3];
        product[2] = m1[2] * m2[0] + m1[6] * m2[1] + m1[10] * m2[2] + m1[14] * m2[3];
        product[3] = m1[3] * m2[0] + m1[7] * m2[1] + m1[11] * m2[2] + m1[15] * m2[3];

        product[4] = m1[0] * m2[4] + m1[4] * m2[5] + m1[8] * m2[6] + m1[12] * m2[7];
        product[5] = m1[1] * m2[4] + m1[5] * m2[5] + m1[9] * m2[6] + m1[13] * m2[7];
        product[6] = m1[2] * m2[4] + m1[6] * m2[5] + m1[10] * m2[6] + m1[14] * m2[7];
        product[7] = m1[3] * m2[4] + m1[7] * m2[5] + m1[11] * m2[6] + m1[15] * m2[7];

        product[8]  = m1[0] * m2[8] + m1[4] * m2[9] + m1[8] * m2[10] + m1[12] * m2[11];
        product[9]  = m1[1] * m2[8] + m1[5] * m2[9] + m1[9] * m2[10] + m1[13] * m2[11];
        product[10] = m1[2] * m2[8] + m1[6] * m2[9] + m1[10] * m2[10] + m1[14] * m2[11];
        product[11] = m1[3] * m2[8] + m1[7] * m2[9] + m1[11] * m2[10] + m1[15] * m2[11];

        product[12] = m1[0] * m2[12] + m1[4] * m2[13] + m1[8] * m2[14] + m1[12] * m2[15];
        product[13] = m1[1] * m2[12] + m1[5] * m2[13] + m1[9] * m2[14] + m1[13] * m2[15];
        product[14] = m1[2] * m2[12] + m1[6] * m2[13] + m1[10] * m2[14] + m1[14] * m2[15];
        product[15] = m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15];

        memcpy(dst, product, sizeof(product));
    }

    inline static void negateMatrix(const float* m, float* dst)
    {
        dst[0]  = -m[0];
        dst[1]  = -m[1];
        dst[2]  = -m[2];
        dst[3]  = -m[3];
        dst[4]  = -m[4];
        dst[5]  = -m[5];
        dst[6]  = -m[6];
        dst[7]  = -m[7];
        dst[8]  = -m[8];
        dst[9]  = -m[9];
        dst[10] = -m[10];
        dst[11] = -m[11];
        dst[12] = -m[12];
        dst[13] = -m[13];
        dst[14] = -m[14];
        dst[15] = -m[15];
    }

    inline static void transposeMatrix(const float* m, float* dst)
    {
        float t[16] = {m[0], m[4], m[8],  m[12], m[1], m[5], m[9],  m[13],
                       m[2], m[6], m[10], m[14], m[3], m[7], m[11], m[15]};
        memcpy(dst, t, sizeof(t));
    }

    inline static void transformVec4(const float* m, float x, float y, float z, float w, float* dst)
    {
        dst[0] = x * m[0] + y * m[4] + z * m[8] + w * m[12];
        dst[1] = x * m[1] + y * m[5] + z * m[9] + w * m[13];
        dst[2] = x * m[2] + y * m[6] + z * m[10] + w * m[14];
    }

    inline static void transformVec4(const float* m, const float* v, float* dst)
    {
        // Handle case where v == dst.
        float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
        float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
        float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
        float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];

        dst[0] = x;
        dst[1] = y;
        dst[2] = z;
        dst[3] = w;
    }

    inline static void crossVec3(const float* v1, const float* v2, float* dst)
    {
        float x = (v1[1] * v2[2]) - (v1[2] * v2[1]);
        float y = (v1[2] * v2[0]) - (v1[0] * v2[2]);
        float z = (v1[0] * v2[1]) - (v1[1] * v2[0]);

        dst[0] = x;
        dst[1] = y;
        dst[2] = z;
    }

    inline static void transformVertices(V3F_T2F_C4B* dst, const V3F_T2F_C4B* src, size_t count, const Mat4& transform)
    {
        auto end = dst + count;
        auto& t  = transform;  // Make copy for better aliasing inference
        auto m   = t.m;

        while (dst < end)
        {
            auto pos        = src->position;
            dst->position.x = pos.x * m[0] + pos.y * m[4] + pos.z * m[8] + m[12];
            dst->position.y = pos.x * m[1] + pos.y * m[5] + pos.z * m[9] + m[13];
            dst->position.z = pos.x * m[2] + pos.y * m[6] + pos.z * m[10] + m[14];
            dst->texCoord = src->texCoord;
            dst->color = src->color;
            ++dst;
            ++src;
        }
    }

    inline static void transformIndices(uint16_t* dst, const uint16_t* src, size_t count, uint16_t offset)
    {
        auto end = dst + count;
        while (dst < end)
        {
            *dst = *src + offset;
            ++dst;
            ++src;
        }
    }
};

NS_AX_MATH_END
